Commander
2.4±0.3
Early build
Core idea exists, but ratios, ramp, draw, and interaction still need major refinement.
High confidence(125 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks2
Draw engines4
Cantrips & burst draw7
Value engines5
Other2
Spot removal14
Board wipes1
Stax & hate6
Protection1
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine+14ⓘ
Synergy pieces3
Win conditions10
Combat threats8
Sacrifice outlets2
Drain effects2
Bracket
1
Bracket 1Exhibition
Theme-focused decks prioritizing creativity over power. No Game Changers, no 2-card combos.
Breakdown
Learn more →✓
Power level 2.4 → Bracket 1
Threats65Speed56Interaction46
1.4 above Bracket 0 ceiling (1)
0.6 below Bracket 2 threshold (3)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Infect35 cards
35 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Aggro20 cards
20 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Proliferate18 cards
18 proliferate effects. Multiply all your counters at once.
Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.